public void Start()
    {
        fxRes = GetComponent<IndieEffects>();
        blurMat = new Material(shader);

        previousViewProjectionMatrix = fxRes.DepthCam.camera.projectionMatrix * fxRes.DepthCam.camera.worldToCameraMatrix;
    }
Exemplo n.º 2
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    public void Start()
    {
        fxRes   = GetComponent <IndieEffects>();
        blurMat = new Material(shader);

        previousViewProjectionMatrix = fxRes.DepthCam.camera.projectionMatrix * fxRes.DepthCam.camera.worldToCameraMatrix;
    }
Exemplo n.º 3
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    private void OnPostRender()
    {
        float ar = (Screen.width * 1f) / (Screen.height * 1f);

        fisheyeMaterial.SetVector("intensity", new Vector4(strengthX * ar * ONE_OVER_BASE_SIZE, strengthY * ONE_OVER_BASE_SIZE, strengthX * ar * ONE_OVER_BASE_SIZE, strengthY * ONE_OVER_BASE_SIZE));
        IndieEffects.FullScreenQuad(fisheyeMaterial);
    }
Exemplo n.º 4
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 public void Start()
 {
     fxRes           = GetComponent <IndieEffects>();
     newTex          = new Texture2D(fxRes.textureSize, fxRes.textureSize, TextureFormat.RGB24, false);
     newTex.wrapMode = TextureWrapMode.Clamp;
     bloomMat        = new Material(bloomShader);
 }
Exemplo n.º 5
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 public void OnPostRender()
 {
     DOFMat.SetTexture("_MainTex", fxRes.RT);
     DOFMat.SetTexture("_Depth", fxRes.DNBuffer);
     DOFMat.SetFloat("_FStop", FStop * 10);
     DOFMat.SetFloat("_Amount", BlurAmount);
     IndieEffects.FullScreenQuad(DOFMat);
 }
Exemplo n.º 6
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 public void OnGUI()
 {
     bloomMat.SetFloat("_Threshold", threshold);
     bloomMat.SetFloat("_Amount", amount);
     bloomMat.SetTexture("_MainTex", fxRes.RT);
     bloomMat.SetTexture("_BlurTex", fxRes.RT);
     IndieEffects.FullScreenQuad(bloomMat);
 }
Exemplo n.º 7
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    public void OnPostRender()
    {
        float oneOverBaseSize = 80.0f / 512.0f;

        float ar = (Screen.width * 1.0f) / (Screen.height * 1.0f);

        fisheyeMaterial.SetVector("intensity", new Vector4(strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize, strengthX * ar * oneOverBaseSize, strengthY * oneOverBaseSize));
        IndieEffects.FullScreenQuad(fisheyeMaterial);
    }
Exemplo n.º 8
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 private void OnPostRender()
 {
     IndieEffects.FullScreenQuad(sampleMat);
     RadialBlurQuad1(sampleMat);
     RadialBlurQuad2(sampleMat);
     RadialBlurQuad3(sampleMat);
     RadialBlurQuad4(sampleMat);
     RadialBlurQuad5(sampleMat);
     RadialBlurQuad6(sampleMat);
 }
Exemplo n.º 9
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 public void Start()
 {
     fxRes = GetComponent <IndieEffects>();
     mat   = new Material(shader);
     mat.SetColor("_Lift", Lift);
     mat.SetFloat("_LiftB", Mathf.Clamp(LiftBright, 0f, 2f));
     mat.SetColor("_Gamma", Gamma);
     mat.SetFloat("_GammaB", Mathf.Clamp(GammaBright, 0f, 2f));
     mat.SetColor("_Gain", Gain);
     mat.SetFloat("_GainB", Mathf.Clamp(GainBright, 0f, 2f));
 }
 public void Start()
 {
     fxRes = GetComponent<IndieEffects>();
     mat = new Material(shader);
     mat.SetColor("_Lift", Lift);
     mat.SetFloat("_LiftB", Mathf.Clamp(LiftBright, 0f, 2f));
     mat.SetColor("_Gamma", Gamma);
     mat.SetFloat("_GammaB", Mathf.Clamp(GammaBright, 0f, 2f));
     mat.SetColor("_Gain", Gain);
     mat.SetFloat("_GainB", Mathf.Clamp(GainBright, 0f, 2f));
 }
Exemplo n.º 11
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 public void Start()
 {
     fxRes = gameObject.GetComponent <IndieEffects>();
     materialFXAAPreset2 = new Material(shaderFXAAPreset2);
     materialFXAAPreset3 = new Material(shaderFXAAPreset3);
     materialFXAAII      = new Material(shaderFXAAII);
     materialFXAAIII     = new Material(shaderFXAAIII);
     nfaa = new Material(nfaaShader);
     ssaa = new Material(ssaaShader);
     dlaa = new Material(dlaaShader);
 }
Exemplo n.º 12
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    public void OnPostRender()
    {
        Matrix4x4 viewProjection = camera.projectionMatrix * camera.worldToCameraMatrix;
        //vector map generation
        Matrix4x4 inverseViewProjection = viewProjection.inverse;

        blurMat.SetMatrix("_inverseViewProjectionMatrix", inverseViewProjection);
        blurMat.SetMatrix("_previousViewProjectionMatrix", previousViewProjectionMatrix);
        blurMat.SetFloat("_intensity", intensity);
        blurMat.SetTexture("_MainTex", fxRes.RT);
        blurMat.SetTexture("_Depth", fxRes.DNBuffer);
        IndieEffects.FullScreenQuad(blurMat);
        previousViewProjectionMatrix = viewProjection;
    }
Exemplo n.º 13
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    private void OnPostRender()
    {
        tex.ReadPixels(new Rect(0, 0, Screen.width, Screen.height), 0, 0);
        tex.Apply();
        float tmpOffset = Mathf.Clamp(offset, 0.0f, 10.0f);

        mat.SetFloat("_OffsetScale", tmpOffset);

        float tmpAmount = Mathf.Clamp(amount, 0.0f, 10.0f);

        mat.SetFloat("_Amount", tmpAmount);

        IndieEffects.FullScreenQuad(mat);
    }
Exemplo n.º 14
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    private void OnPostRender()
    {
        // .............................................................................
        // FXAA antialiasing modes .....................................................

        if (mode == AAMode.FXAA3Console && (materialFXAAIII != null))
        {
            materialFXAAIII.SetFloat("_EdgeThresholdMin", edgeThresholdMin);
            materialFXAAIII.SetFloat("_EdgeThreshold", edgeThreshold);
            materialFXAAIII.SetFloat("_EdgeSharpness", edgeSharpness);

            IndieEffects.FullScreenQuad(materialFXAAIII);
        }
        else if (mode == AAMode.FXAA1PresetB && (materialFXAAPreset3 != null))
        {
            IndieEffects.FullScreenQuad(materialFXAAPreset3);
        }
        else if (mode == AAMode.FXAA1PresetA && materialFXAAPreset2 != null)
        {
            IndieEffects.renderTexture.anisoLevel = 4;
            IndieEffects.FullScreenQuad(materialFXAAPreset2);
            IndieEffects.renderTexture.anisoLevel = 0;
        }
        else if (mode == AAMode.FXAA2 && materialFXAAII != null)
        {
            IndieEffects.FullScreenQuad(materialFXAAII);
        }
        else if (mode == AAMode.SSAA && ssaa != null)
        {
            // .............................................................................
            // SSAA antialiasing ...........................................................

            IndieEffects.FullScreenQuad(ssaa);
        }
        else if (mode == AAMode.DLAA && dlaa != null)
        {
            // .............................................................................
            // DLAA antialiasing ...........................................................

            IndieEffects.renderTexture.anisoLevel = 0;
            IndieEffects.FullScreenQuad(dlaa);
            IndieEffects.FullScreenQuad(dlaa);
        }
        else if (mode == AAMode.NFAA && nfaa != null)
        {
            // .............................................................................
            // nfaa antialiasing ..............................................

            IndieEffects.renderTexture.anisoLevel = 0;

            nfaa.SetFloat("_OffsetScale", offsetScale);
            nfaa.SetFloat("_BlurRadius", blurRadius);

            IndieEffects.FullScreenQuad(nfaa);
        }
        else
        {
            // none of the AA is supported, fallback to a simple blit
            IndieEffects.FullScreenQuad(null);
        }
    }
Exemplo n.º 15
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 private void OnPostRender()
 {
     IndieEffects.FullScreenQuad(DOFMat);
     texmonitor = _Depth.DepthTex;
 }
Exemplo n.º 16
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 public void OnPostRender()
 {
     IndieEffects.FullScreenQuad(materialAO);
 }
Exemplo n.º 17
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 public void Start()
 {
     fxRes      = GetComponent <IndieEffects>();
     materialAO = new Material(shaderAO);
 }
Exemplo n.º 18
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 public void Start()
 {
     fxRes = GetComponent<IndieEffects>();
     blurMat = new Material(blurShader);
 }
 public void Start()
 {
     fxRes = GetComponent<IndieEffects>();
     DOFMat = new Material(shader);
 }
Exemplo n.º 20
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 public void Start()
 {
     fxRes = GetComponent<IndieEffects>();
     materialAO = new Material (shaderAO);
 }
Exemplo n.º 21
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 public void OnPostRender()
 {
     chromMat.SetTexture("_MainTex", fxRes.RT);
     chromMat.SetTexture("_Vignette", vignette);
     IndieEffects.FullScreenQuad(chromMat);
 }
Exemplo n.º 22
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 public void Start()
 {
     fxRes   = GetComponent <IndieEffects>();
     blurMat = new Material(outlineShader);
 }
Exemplo n.º 23
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 public void OnPostRender()
 {
     IndieEffects.FullScreenQuad(blurMat);
 }
Exemplo n.º 24
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 public void Start()
 {
     fxRes    = GetComponent <IndieEffects>();
     chromMat = new Material(shader);
 }
Exemplo n.º 25
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 private void OnPostRender()
 {
     IndieEffects.FullScreenQuad(ThermoMat);
 }
Exemplo n.º 26
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 private void OnPostRender()
 {
     IndieEffects.FullScreenQuadPass(materialAO, 0);
     materialAO.SetTexture("_MainTex", mainTex);
     IndieEffects.FullScreenQuadPass(materialAO, 1);
 }
Exemplo n.º 27
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 public void Start()
 {
     fxRes           = GetComponent <IndieEffects>();
     fisheyeMaterial = new Material(fishEyeShader);
 }
Exemplo n.º 28
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 private void OnPostRender()
 {
     IndieEffects.FullScreenQuad(bloomMat);
 }
Exemplo n.º 29
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 public void Start()
 {
     fxRes = gameObject.GetComponent<IndieEffects>();
     materialFXAAPreset2 = new Material (shaderFXAAPreset2);
     materialFXAAPreset3 = new Material (shaderFXAAPreset3);
     materialFXAAII = new Material (shaderFXAAII);
     materialFXAAIII = new Material (shaderFXAAIII);
     nfaa = new Material (nfaaShader);
     ssaa = new Material (ssaaShader);
     dlaa = new Material (dlaaShader);
 }